private void _on_AddButton_pressed()
    {
        GetNode <OptionButton>("CharacterButton").AddItem("NewCharacter");
        int id = GetNode <OptionButton>("CharacterButton").GetItemCount() - 1;

        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "Character") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary characterData  = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary etypeData      = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary einitData      = new Godot.Collections.Dictionary();
        characterData.Add("faceImage", "res://");
        characterData.Add("charaImage", "res://");
        characterData.Add("name", "NewCharacter");
        characterData.Add("class", 0);
        characterData.Add("description", "");
        characterData.Add("initialLevel", 1);
        characterData.Add("maxLevel", 99);
        etypeData.Add("w0", 0);
        etypeData.Add("w1", 1);
        etypeData.Add("a2", 0);
        etypeData.Add("a3", 3);
        einitData.Add("0", -1);
        einitData.Add("1", -1);
        einitData.Add("2", -1);
        einitData.Add("3", -1);
        characterData.Add("initial_equip", einitData);
        characterData.Add("equip_types", etypeData);
        jsonDictionary.Add("chara" + id, characterData);
        this.GetParent().GetParent().Call("StoreData", "Character", jsonDictionary);
    }
Beispiel #2
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    private void _on_AddClass_pressed()
    {
        GetNode <OptionButton>("ClassButton").AddItem("NewClass");
        int id = GetNode <OptionButton>("ClassButton").GetItemCount() - 1;

        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "Class") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary classData      = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary statData       = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary skillData      = new Godot.Collections.Dictionary();
        classData.Add("name", "NewClass");
        classData.Add("icon", "");
        classData.Add("experience", "level * 30");
        statData.Add("hp", "level * 25 + 10");
        statData.Add("mp", "level * 15 + 5");
        statData.Add("atk", "level * 5 + 3");
        statData.Add("def", "level * 5 + 3");
        statData.Add("int", "level * 5 + 3");
        statData.Add("res", "level * 5 + 3");
        statData.Add("spd", "level * 5 + 3");
        statData.Add("luk", "level * 5 + 3");
        classData.Add("stat_list", statData);
        skillData.Add(0, 5);
        classData.Add("skill_list", skillData);
        jsonDictionary.Add("class" + id, classData);
        this.GetParent().GetParent().Call("StoreData", "Class", jsonDictionary);
    }
Beispiel #3
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    private void _on_AddState_pressed()
    {
        GetNode <OptionButton>("StateButton").AddItem("NewState");
        int id = GetNode <OptionButton>("StateButton").GetItemCount() - 1;

        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "State") as Godot.Collections.Dictionary;

        Godot.Collections.Dictionary stateData             = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary eraseCondition        = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary messages              = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary customEraseConditions = new Godot.Collections.Dictionary();
        stateData.Add("name", "NewState");
        stateData.Add("icon", "");
        stateData.Add("restriction", 4);
        stateData.Add("priority", 100);
        eraseCondition.Add("turns_min", 0);
        eraseCondition.Add("turns_max", 0);
        eraseCondition.Add("erase_damage", 0);
        eraseCondition.Add("erase_setps", 0);
        stateData.Add("erase_conditions", eraseCondition);
        messages.Add("0", "Insert a custom message");
        stateData.Add("messages", messages);
        customEraseConditions.Add("0", "Insert a custom condition");
        stateData.Add("custom_erase_conditions", customEraseConditions);

        jsonDictionary.Add("state" + id, stateData);
        this.GetParent().GetParent().Call("StoreData", "State", jsonDictionary);
    }
Beispiel #4
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    private void _syncBots()
    {
        // Calculate the target amount of spawned bots
        String botId = AgentPrefix + AgentBotCounter;

        SpawnBots.Add(botId, GetTeamMapAIs()[(int)Team.TeamCode.TEAMALPHA].CreateUnit(AgentPrefix + AgentBotCounter, AgentPrefix + AgentBotCounter, false));
        _spawnBotTargetBase.Add(botId, (int)AgentBotCounter);
        AgentBotCounter++;

        botId = AgentPrefix + AgentBotCounter;
        SpawnBots.Add(botId, GetTeamMapAIs()[(int)Team.TeamCode.TEAMBETA].CreateUnit(AgentPrefix + AgentBotCounter, AgentPrefix + AgentBotCounter, false));
        _spawnBotTargetBase.Add(botId, (int)AgentBotCounter);
        AgentBotCounter++;
    }
Beispiel #5
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    private void _on_AddEnemy_pressed()
    {
        GetNode <OptionButton>("EnemyButton").AddItem("NewEnemy");
        int id = GetNode <OptionButton>("EnemyButton").GetItemCount() - 1;

        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "Enemy") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary enemyData      = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary statsData      = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary dropData       = new Godot.Collections.Dictionary();

        enemyData.Add("name", "Slime");
        enemyData.Add("graphicImage", "");
        statsData.Add("hp", "150");
        statsData.Add("mp", "50");
        statsData.Add("atk", "18");
        statsData.Add("def", "16");
        statsData.Add("int", "8");
        statsData.Add("res", "4");
        statsData.Add("spd", "12");
        statsData.Add("luk", "10");
        dropData.Add("i0", 80);
        enemyData.Add("experience", 6);
        enemyData.Add("money", 50);
        enemyData.Add("stat_list", statsData);
        enemyData.Add("drop_list", dropData);
        jsonDictionary.Add("enemy" + id, enemyData);
        this.GetParent().GetParent().Call("StoreData", "Enemy", jsonDictionary);
    }
Beispiel #6
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    private void _on_AddWeaponButton_pressed()
    {
        GetNode <OptionButton>("WeaponButton").AddItem("NewWeapon");
        int id = GetNode <OptionButton>("WeaponButton").GetItemCount() - 1;

        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "Weapon") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary weaponData     = new Godot.Collections.Dictionary();
        Godot.Collections.Dictionary weaponStats    = new Godot.Collections.Dictionary();
        weaponData.Add("name", "NewWeapon");
        weaponData.Add("icon", "");
        weaponData.Add("description", "New created weapon");
        weaponData.Add("weapon_type", 0);
        weaponData.Add("slot_type", 0);
        weaponData.Add("price", 50);
        weaponData.Add("element", 0);
        weaponStats.Add("hp", "0");
        weaponStats.Add("mp", "0");
        weaponStats.Add("atk", "10");
        weaponStats.Add("def", "2");
        weaponStats.Add("int", "2");
        weaponStats.Add("res", "1");
        weaponStats.Add("spd", "0");
        weaponStats.Add("luk", "0");
        weaponData.Add("stat_list", weaponStats);
        jsonDictionary.Add("weapon" + id, weaponData);
        this.GetParent().GetParent().Call("StoreData", "Weapon", jsonDictionary);
    }
Beispiel #7
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    public void buildObstaclesCache()
    {
        TileMap tilemap = (TileMap)GetNode("Navigation2D/Ground");

        foreach (Node node in GetNode("Obstacles").GetChildren())
        {
            Obstacle obstacle = (Obstacle)node;

            Vector2 tileMapPosition = tilemap.WorldToMap(obstacle.Position);

            float xIndex = tileMapPosition.x;
            float yIndex = tileMapPosition.y;

            // Align to the cell deployment (2 x 2 index size)
            if (xIndex % 2 != 0)
            {
                xIndex = xIndex - 1;
            }
            if (yIndex % 2 != 0)
            {
                yIndex = yIndex - 1;
            }

            if (!obstacle.IsConnected("ObstacleDestroy", this, nameof(_onObstacleDestroy)))
            {
                obstacle.Connect("ObstacleDestroy", this, nameof(_onObstacleDestroy));
            }
            obstacles.Add("obstacle_" + xIndex + "_" + yIndex, obstacle.Position);
        }
    }
Beispiel #8
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    private void SaveSlots()
    {
        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "System") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary slotsData      = new Godot.Collections.Dictionary();

        int slotSize = GetNode <ItemList>("EquipmentLabel/EquipContainer/SetContainer/SetDivisor/KindList").GetItemCount();

        for (int i = 0; i < slotSize; i++)
        {
            String kind = GetNode <ItemList>("EquipmentLabel/EquipContainer/SetContainer/SetDivisor/KindList").GetItemText(i);
            String id   = "";
            switch (kind)
            {
            case "Weapon":
                id = "w";
                break;

            case "Armor":
                id = "a";
                break;
            }
            String text = GetNode <ItemList>("EquipmentLabel/EquipContainer/SetContainer/SetDivisor/TypeList").GetItemText(i);
            id += i.ToString();
            slotsData.Add(id.ToString(), text);
        }
        jsonDictionary["slots"] = slotsData;
        this.GetParent().GetParent().Call("StoreData", "System", jsonDictionary);
    }
Beispiel #9
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    public void Physics_Update(float delta)
    {
        // Use Steering Behaviour to "move" the player to the hook, adding a pushing force when he arrive on it
        _velocity = Utils.Steering_Seek(_velocity, Utils.StateMachine_Player.RootNode.GlobalPosition, _target_GlobalPosition, HookMaxSpeed * _velocity_multiplier);
        _velocity = (_velocity.Length() > PushWhenArrive) ? _velocity : _velocity.Normalized() * PushWhenArrive;

        _velocity = Utils.StateMachine_Player.RootNode.MoveAndSlide(_velocity, Utils.VECTOR_FLOOR);

        // Get distance to the target
        float distance = Utils.GetDistanceBetween_2_Objects(Utils.StateMachine_Player.RootNode.GlobalPosition, _target_GlobalPosition);

        // Check if we are less that 1 frame (_velocity.Length() * delta) from the target to apply the push and change state
        if (distance < (_velocity.Length() * delta))
        {
            _velocity = _velocity.Normalized() * PushWhenArrive;

            Godot.Collections.Dictionary <string, object> param = new Godot.Collections.Dictionary <string, object>();
            param.Add("velocity", _velocity);
            Utils.StateMachine_Player.TransitionTo("Move/Air", param);
        }

        if (Utils.StateMachine_Player.RootNode.IsOnFloor())
        {
            Utils.StateMachine_Player.TransitionTo("Move/Run", Utils.StateMachine_Player.TransitionToParam_Void);
        }
    }
 public void ClosePort(RoadConnectorSide side_from, RoadConnectorSide side_to)
 {
     if (!connectedPorts.ContainsKey(side_from.GetPath()))
     {
         connectedPorts.Add(side_from.GetPath(), side_to.GetPath());
     }
 }
Beispiel #11
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    public void _addTraversableTiles(Godot.Collections.Array tiles)
    {
        foreach (Vector2 tile in tiles)
        {
            int id = getPointID((int)tile.x, (int)tile.y);

            if (!_aStar.HasPoint(id))
            {
                _aStar.AddPoint(id, tile, 1);
                _tilestoWorld.Add(id, _tileMap.MapToWorld(tile) + _halfCellSize);

                ColorRect colorRect = new ColorRect();
                _grid.AddChild(colorRect);

                colorRect.Color    = _enableColor;
                colorRect.Modulate = new Color(1, 1, 1, 0.5f);

                _gridRects.Add(id, colorRect);

                colorRect.MouseFilter = Control.MouseFilterEnum.Ignore;

                colorRect.SetSize(_tileMap.CellSize);
                // Color Rect's x calculation is lightly different, so need to add 1.5f to position correctly
                colorRect.RectPosition = new Vector2(_tileMap.MapToWorld(tile).x + (_tileMap.CellSize.x * 1.5f), _tileMap.MapToWorld(tile).y);
            }
        }
    }
Beispiel #12
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    static SignaledPeer()
    {
        var stunServerArr  = new Godot.Collections.Array(new String [] { "stun:stun.l.google.com:19302" });
        var stunServerDict = new Godot.Collections.Dictionary();

        stunServerDict.Add("urls", stunServerArr);
        RTCInitializer.Add("iceServers", stunServerDict);
    }
Beispiel #13
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 public static void Subscribe(string name, Signal s)
 {
     if (events.ContainsKey(name) == false)
     {
         events.Add(name, new EventsHandler());
     }
     events[name].Signal += s;
 }
Beispiel #14
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    public void AddStation(String stationName, String stationURL)
    {
        Godot.Collections.Dictionary newStation = new Godot.Collections.Dictionary();
        newStation.Add("strong", stationName);
        newStation.Add("code", stationURL);
        stationList.Add(newStation);

        File file = new File();

        file.Open(stationsFilePath, File.ModeFlags.ReadWrite);
        String content = file.GetAsText().TrimStart('[').TrimEnd(']');

        content += "[" + JSON.Print(newStation) + "::]";
        file.StoreString(content);
        file.Close();
        EmitSignal(nameof(AddNewStation), newStation);
    }
Beispiel #15
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    // Equip weapon at given index
    public void EquipItem(int itemIndex, Weapon.WeaponOrder weaponOrder, int weaponIndex)
    {
        if (IsItemIndexInUsed(itemIndex))
        {
            return;
        }

        // Unequip weapon first
        UnequipItem(weaponOrder, weaponIndex);
        String wepaonKey = (int)weaponOrder + "_" + weaponIndex;

        _equipmentIndex.Add(wepaonKey, itemIndex);
        _usedIndex.Add(itemIndex);
        _agent.EquipWeapon(_items[itemIndex].ReferencePackedScene, weaponOrder, weaponIndex);

        EmitSignal(nameof(WeaponChangeSignal), weaponOrder, weaponIndex);
        EmitSignal(nameof(InventoryChangeSignal));
    }
Beispiel #16
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//*-------------------------------------------------------------------------*//

    #region SIGNAL CALLBACKS

    public void _onHook_HookedOntoTarget(Vector2 pTargetGlobalPosition, float power)
    {
        Vector2 to_target = pTargetGlobalPosition - Hook.GlobalPosition;

        // Check if the player is on the floor and the target bellow the character
        if (Utils.StateMachine_Player.RootNode.IsOnFloor() && to_target.y > 0.0f)
        {
            return;
        }

        // Change the state
        Godot.Collections.Dictionary <string, object> param = new Godot.Collections.Dictionary <string, object>();
        param.Add("target_global_position", pTargetGlobalPosition);
        param.Add("velocity", Velocity);
        param.Add("velocity_multiplier", power);

        Hook.Arrow.HookPosition = pTargetGlobalPosition;
        Utils.StateMachine_Player.TransitionTo("Hook", param);
    }
Beispiel #17
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    /// <summary>
    /// Make the player jump
    /// </summary>
    private void _Movement_Jump(InputEvent @event)
    {
        if (Utils.StateMachine_Node.RootNode.IsOnFloor() && @event.IsActionPressed("button_A"))
        {
            Godot.Collections.Dictionary <string, object> param = new Godot.Collections.Dictionary <string, object>();
            param.Add("impulse", true);

            Utils.StateMachine_Node.TransitionTo("Move/Air", param);
        }
    }
Beispiel #18
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 protected void setSkinGroups()
 {
     foreach (UMASkinGroup sg in Enum.GetValues(typeof(UMASkinGroup)))
     {
         var key = sg.ToString();
         if (!skinGroup.ContainsKey(key))
         {
             if (key.ToLower() != "none")
             {
                 _skinGroup.Add(key, new Color(1, 1, 1, 1));
             }
         }
     }
 }
Beispiel #19
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    public void Save()
    {
        var saveFile = new File();

        saveFile.Open("user://DefendersData.save", File.ModeFlags.Write);
        var saveData = new Godot.Collections.Dictionary <string, object>();

        foreach (var valuePair in _defenderLevels)
        {
            saveData.Add($"{_defenderNames[valuePair.Key]}_Level", valuePair.Value);
        }

        saveFile.StoreLine(JSON.Print(saveData));
        saveFile.Close();
    }
Beispiel #20
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    private Godot.Object MakeGDListDefinition(Ink.Runtime.ListDefinition listDefinition)
    {
        var items = new Godot.Collections.Dictionary <Godot.Object, int>();

        foreach (KeyValuePair <Ink.Runtime.InkListItem, int> kv in listDefinition.items)
        {
            var inkListItem = MakeGDInkListItem(kv.Key);
            items.Add(inkListItem, kv.Value);
        }

        var definitionParams  = new object[] { listDefinition.name, items };
        var inkListDefinition = (Godot.Object)InkListDefinition.New(definitionParams);

        return(inkListDefinition);
    }
Beispiel #21
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    private void SaveSkills()
    {
        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "System") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary skillsData     = new Godot.Collections.Dictionary();

        int skillSize = GetNode <ItemList>("SkillTypesLabel/SkillTypeContainer/VBoxContainer/SkillTypeList").GetItemCount();

        for (int i = 0; i < skillSize; i++)
        {
            String text = GetNode <ItemList>("SkillTypesLabel/SkillTypeContainer/VBoxContainer/SkillTypeList").GetItemText(i);
            skillsData.Add(i.ToString(), text);
        }
        jsonDictionary["skills"] = skillsData;
        this.GetParent().GetParent().Call("StoreData", "System", jsonDictionary);
    }
Beispiel #22
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    private void SaveElements()
    {
        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "System") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary elementsData   = new Godot.Collections.Dictionary();

        int elementSize = GetNode <ItemList>("ElementLabel/ElementContainer/EleBoxContainer/ElementList").GetItemCount();

        for (int i = 0; i < elementSize; i++)
        {
            String text = GetNode <ItemList>("ElementLabel/ElementContainer/EleBoxContainer/ElementList").GetItemText(i);
            elementsData.Add(i.ToString(), text);
        }
        jsonDictionary["elements"] = elementsData;
        this.GetParent().GetParent().Call("StoreData", "System", jsonDictionary);
    }
Beispiel #23
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    private void SaveArmors()
    {
        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "System") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary armorsData     = new Godot.Collections.Dictionary();

        int armorSize = GetNode <ItemList>("ArmorTypesLabel/ArmorTypesContainer/ArBoxContainer/ArmorList").GetItemCount();

        for (int i = 0; i < armorSize; i++)
        {
            String text = GetNode <ItemList>("ArmorTypesLabel/ArmorTypesContainer/ArBoxContainer/ArmorList").GetItemText(i);
            armorsData.Add(i.ToString(), text);
        }
        jsonDictionary["armors"] = armorsData;
        this.GetParent().GetParent().Call("StoreData", "System", jsonDictionary);
    }
Beispiel #24
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    private void SaveWeapons()
    {
        Godot.Collections.Dictionary jsonDictionary = this.GetParent().GetParent().Call("ReadData", "System") as Godot.Collections.Dictionary;
        Godot.Collections.Dictionary weaponsData    = new Godot.Collections.Dictionary();

        int weaponSize = GetNode <ItemList>("WeaponTypesLabel/WeaponTypesContainer/WpBoxContainer/WeaponList").GetItemCount();

        for (int i = 0; i < weaponSize; i++)
        {
            String text = GetNode <ItemList>("WeaponTypesLabel/WeaponTypesContainer/WpBoxContainer/WeaponList").GetItemText(i);
            weaponsData.Add(i.ToString(), text);
        }
        jsonDictionary["weapons"] = weaponsData;
        this.GetParent().GetParent().Call("StoreData", "System", jsonDictionary);
    }
Beispiel #25
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    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        gameStates = (GameStates)GetNode("/root/GAMESTATES");
        network    = (Network)GetNode("/root/NETWORK");

        _remoteTransform2D = (RemoteTransform2D)GetNode("CameraRemoteTransform");

        Particles2D smoke = (Particles2D)GetNode("Smoke");

        smoke.Emitting = false;

        CurrentInventory  = (Inventory)GetNode("Inventory");
        DamageEffectTimer = (Timer)GetNode("DamageEffectTimer");
        Body = (Sprite)GetNode("Body");

        _health = MaxHealth;
        _energy = MaxEnergy;

        CurrentWeaponIndex.Add(Weapon.WeaponOrder.Left, 0);
        CurrentWeaponIndex.Add(Weapon.WeaponOrder.Right, 0);

        EmitSignal(nameof(HealthChangedSignal), _health * 100 / MaxHealth);
        EmitSignal(nameof(EnergyChangedSignal), _health * 100 / MaxHealth);
    }
Beispiel #26
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 public GContainers.Dictionary getStatBlocks()
 {
     GContainers.Dictionary dict = new GContainers.Dictionary();
     for (int i = 0; i < 5; i++)
     {
         GContainers.Array sb = new GContainers.Array();
         for (int j = 0; j < 6; j++)
         {
             int stat = Dice.Roll("3d6");
             sb.Add((object)stat);
         }
         string key = i.ToString();
         dict.Add((object)key, (object)sb);
     }
     return(dict);
 }
Beispiel #27
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    public void Iniitialize(CapaturableBaseManager capaturableBaseManager)
    {
        _capaturableBaseManager = capaturableBaseManager;

        foreach (CapturableBase capturableBase in capaturableBaseManager.GetBases())
        {
            Sprite baseMarker = (Sprite)_baseMarker.Duplicate();
            baseMarker.Name         = capturableBase.Name + "_marker";
            baseMarker.SelfModulate = Team.TeamColor[(int)capturableBase.GetCaptureBaseTeam()];
            baseMarker.Show();

            _grid.AddChild(baseMarker);

            // Add marker to dictionary
            _baseMarkers.Add(capturableBase.Name, baseMarker);
        }
    }
Beispiel #28
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    public void AddAgent(Agent agent)
    {
        if (!_agents.ContainsKey(agent.GetUnitName()))
        {
            Sprite agentMarker = (Sprite)_agentMarker.Duplicate();
            agentMarker.Name = agent.GetUnitName() + "_marker";

            agentMarker.Modulate = Team.TeamColor[(int)agent.GetCurrentTeam()];

            _grid.AddChild(agentMarker);

            // Add agent to dictonary
            _agents.Add(agent.GetUnitName(), agent);

            // Add marker to dictionary
            _agentMarkers.Add(agent.GetUnitName(), agentMarker);
        }
    }
Beispiel #29
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    public void Input_State(InputEvent @event)
    {
        _moveNode.Input_State(@event);

        if (_jumpCount < Jump_Max_Count && @event.IsActionPressed("button_A"))
        {
            _Movement_Jump();
        }

        // For the Dash state
        if (_moveNode.DashCount == 0 && @event.IsActionPressed("dash"))
        {
            _moveNode.DashCount++;

            Godot.Collections.Dictionary <string, object> param = new Godot.Collections.Dictionary <string, object>();
            param.Add("direction", _moveNode.Hook.Raycast.CastTo.Normalized());
            Utils.StateMachine_Player.TransitionTo("Move/Dash", param);
        }
    }
Beispiel #30
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    public void CoolerApiEvent(Godot.Collections.Dictionary @event)
    {
        @event.Add("timestamp", time);

        // For each system, decorate the event.
        // foreach (CrawlerSystem system in GetNode("Systems").GetChildren())
        // {
        //     system.ProcessEvent(this, @event);
        // }

        // Send the event to the view, if the player('s team) sees it.
        this.EmitSignal("NewEvent", @event);

        // For each system, react to the event.
        // (Skill procs, or something? could be fun)
        foreach (CrawlerSystem system in GetNode("Systems").GetChildren())
        {
            system.ProcessEvent(this, @event);
        }
    }